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Obus Form

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Posts posted by Obus Form

  1. 38 minutes ago, RCU7115 said:

    Around the beginning of the year Uncommon/Yellow salvage was still selling for 1k if I remember correctly. It's only been about 2 months that it went from 5k to 20k.

    In May 2019 (when I joined) yellow salvage regularly undulated between 1-10k.

  2. Just now, mrultimate said:

    "At least none of us are suffering in real life"

     

    That my friend is a rather large assumption.

    Somewhere between video game and real life, a different POV for the person, to whom my comment was directed, may or may not help them release whatever feeling they have inside.

     

    I did not intend to make assumptions on your life, even if you read my comment to him, as a comment to you.

  3. 11 minutes ago, QuiJon said:

    That is BS total BS. At the point that players have more influence then they can spend, and are banking it on unplayed characters it doesn't matter how it is obtained. The money in this game is not backed by anything. It represents no real property. It is created simply by action. I kill something I get paid for it. The market and prices are dictated by what someone can afford to pay for something. It doesn't matter where that money came from. If a marketer can afford to pay 100m for a purple that he wants then it doesn't matter to him that oh well he will be making a billion by the end of the week anyway. Just as a farmer is the same thing. If they can support their spending it doesn't matter where the money comes from. In fact the farmer is much more likely to have recipes and converters and NOT ever even go to the AH for buy high priced items then the standard player or the marketer are. I get enough PVP, Purple, and other stuff that drops that I can craft and convert just about any hancer I need that cost more then 2m pretty easily. So even with the farming money it is likely not my bids that are running up the AH prices and I would bet most smart farmers are the same way. 

     

    So long as people "play" the market it will be an instrument that encourages greed and the pushing of the pricing envelope. It really doesn't matter that the market takes 10 percent of your sale if your sale is 5m in profit from buying crap converting it to gold and selling it. It is money that goes to a new player that can then use it to over pay for what they want assuring that the prices are being driven ever higher. The only way to combat the inflation if to put devices in place that creates appropriate caps for the highest price that should be paid for any object of any type. 

    At the risk rudeness, @QuiJon it may be helpful for you to take a quick breather.  At least none of us are suffering in real life and we have time to play this game.  Let it go man.

     

     

  4. @Jimmy and GMs, thank for fixing the exploit.  Separately, thank you for releasing a new powerset, and diversified costumes, all in 1 patch  Even more separately, thank you for freely running this game, server and working logistical problems without our knowledge.  We players thanklessly live in a sandbox that you run, maintain, and sweat over.

     

    Especially in this time of self-isolation, your game, new power set, and costume features, as well as your attention to playerbase forums is exceptionally professional, appreciated, and above what I dreamed when I heard of your COH relaunch. 

     

    From 1 human to the next, thank you =).

     

     

    • Like 7
    • Thanks 1
  5. 11 minutes ago, Jawbreaker said:

    I'm just looking for a general idea of how each combo works performance-wise. My main goal is always fun, which for me, breaks down to performance/survivability, then the way the sets feel during game play.

    Off that's rough for /Ice. I know filling the psi hole isn't easy, or at least wasn't back in the day

    Straight forward, if you want performance for survivability go /Dark Armour for insane heal and great resist, or /Radiation Armour for great resists and high regen.

     

    /Fire Armour is traditionally only useful for fire farming due to Burn AOE damage.

     

    Neither Ice Melee nor Fire Melee are good for anything in particular. 

    Single target best are Titan Weapons (broken OP), Claws (very well known for great single target), Dark Melee, Stone Melee, sometimes Super Strength

    Balanced best are Titan Weapons (brokem OP), Claws (if you don't mind cones), and Super Strength

    AOE best are Titan Weapons (broken OP), and Spines

    • Like 1
  6. Your build looks good.  Several tweaks:

     

    This build essentially trades away 6% S/L resist for 5% Energy resist, and trades away 15% recharge for 5% S/L defense so that you're at 44.3% S/L defence.  Just my personal preference to have S/L defense instead of melee since nearly all melee attacks are S/L, and many ranged attacks (not covered by melee softcap) are also S/L.

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- SprBrtFur-Dmg/EndRdx/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Acc/Dmg/Rchg(13), CrsImp-Acc/Dmg/EndRdx(13), CrsImp-Dmg/EndRdx(15)
    Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(23), GldArm-3defTpProc(23), StdPrt-ResDam/Def+(37)
    Level 2: Blazing Aura -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg(43)
    Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(21)
    Level 6: Super Jump -- BlsoftheZ-ResKB(A)
    Level 8: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Rchg/HoldProc(11), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43)
    Level 10: Temperature Protection -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17)
    Level 12: Taunt -- PrfZng-Taunt/Rchg(A)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-ResDam/EndRdx/Rchg(27)
    Level 18: Plasma Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Max HP%(19), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam(29)
    Level 20: Consume -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Dmg/EndRdx(37)
    Level 22: Rage -- RechRdx-I(A), RechRdx-I(46)
    Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), Rct-ResDam%(46), Rct-Def(48)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(27), RedFrt-Def/EndRdx(48)
    Level 28: Burn -- SprBrtFur-Rech/Fury(A), SprBrtFur-Dmg/Rchg(31), SprBrtFur-Acc/Dmg(31), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-Acc/Dmg/Rchg(34)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Foot Stomp -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FrcFdb-Rechg%(46)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Gloom -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40)
    Level 41: Dark Obliteration -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42), Rgn-Knock%(43)
    Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(45), RedFrt-Def/EndRdx(45)
    Level 47: Acrobatics -- EndRdx-I(A)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(50), Mrc-Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(48)
    ------------

     

     

     

     

  7. 1 minute ago, RCU7115 said:

    I already Triple-box. Like I said I can easily afford it but the newer players can not. The dev team should've put a 10k limit on the uncommon salvage and a million on the rare.

     

    The rare salvage is soft-capped at 1 million each.  The devs seeded 1 m b zillion rare salvage into the market at 1 million inf each.

    • Like 1
  8. On 3/28/2020 at 4:42 PM, Carandiru said:

    Hey guys... you know, suggest, some build for ice/ice/ice brute? 

    Do you have any specific end game goals, like tanking in iTrials, only donig damage in iTrials, or doing only level 54 content?

  9. On 3/30/2020 at 11:17 PM, Jawbreaker said:

    Which do you play, and why? Hopefully because it's a fun and satisfying combo. I have a concept but can't quite decide on which combo of fire and ice I want to use

    Are you looking for numbers/performance?  If performance, do you care more about damage or survivability?

     

    Do you have any end-game goals such as main tanking iTrials, off-tanking iTrials, only doing damage in iTrials, or level 54 content only?  These will determine what's best for you.

     

    Side note: /Ice Armor is one of the weakest defense sets because it has gaping holes in energy resist and psy resist.  iTrials are mainly energy damage.  One iTrial is purely psychic damage.

    • Like 1
  10. On 3/8/2020 at 12:11 AM, Kinvesu said:

    Not sure if this is necroing. I just noticed this post. I am leveling a ma/electric brute and its been awesome so far. It is very survivable thanks to the defense buff from MA. MA is a little endurance heavy but, I have only had to slightly slow down, though not enough to not maintain high fury. So far it has been a breeze to 20.

    No worries about necroing, better necro an old thread than start a new one.  

     

    Did you have any specific questions on MA?

  11. On 3/21/2020 at 8:14 PM, psycho_notepad said:

    good to know, thanks

    If you allow and if I may have your ear for 2 minutes, DB is a low performer of damage, especially on brutes due to the previously mentioned heavy resistance of lethal damage, and brute rage.

     

    Lethal resistance

    As with most video games, unless you play /AH, it is best to build for the game as it currently exists.  It would be sad to have a level 50 + IOd Dual Blade Brute only to discover that Captain Powerhouse will not touch lethal resistance on enemies.  Or does, but a decade later.  Play the game as it currently exists unless a dev "promises" imminent changes.  Even changes on the beta test server have been nerfed, cancelled, or changed entirely.

     

    Rage

    Brutes need to attack quickly to generate rage in a fight.  Dual Blades has sexy animations but the long animation times means you take a long time to build rage.  Ideally, you want crisply animated attacks that animate between 1 - 1.5 seconds.  Anything longer and you'd want the attack to hit like /SuperStrength Knockout Blow.  Sadly, the long animations on Dual Blades does not give increased damage.  Therefore, if you want high single target DPS go Claws, or Stone Melee, or Dark Melee.  Balanced single target/AOE is Super Strength.  AOE focused is Spines.

     

  12. On 3/31/2020 at 3:03 PM, sushiloving123 said:

    Want him to be able to help out with other stuff.

    What other stuff do you want to do?

     

    In order of difficulty, here are your priorities for your build:

    iTrials only tank - Resists, Defense (S/L 45%+), Recharge., HP. 

    iTrials offtank - Resists, Defense (at least S/L 40%), Recharge, HP.

    Level 54 content only - Defense (S/L 45% exactly), Recharge, Resist, HP.

     

    KB requirements

    iTrial AV KB attacks are Mag 10 (NegaPendragon on Magesterium iTrial), very few are Mag 20 (Diabolique's tier 2 /Forcefield power Forcebolt will always knock you back).  Level 54 content KB is Mag 3.  You can achieve Mag 11 KB resist with 2 Blessing of Zephyr IOs + 3 set bonus on the PVP Resist IO Gladiator (gives you 3 KB resist).  If you maintank, you'll 100% need to resist Mag 10 KB or else when you get knocked down, you will slightly move off center.  If the AV follows up with a big cone attack (NegaPendragon does this) and faces the raid, it will hit everyone in the raid for massive damage, sometimes 1-shotting squishy people.

     

    Playstyle for Level 54 content:

    🤪😝😋 Faceroll.   Rage crash -25% defense is manageable with eating 1 purple, running away for 10 seconds, or allow teammates to play.

     

    Playstyle for iTrials:

    If you are pulling enemies or tanking in iTrials, you will not want to use Rage because after 2 minutes your defense will drop 25% making you extremely likely to be hit by big attacks.  If you want to use Rage, use it after the pull (like pulling Siege or Nighstar in BAF), when the fight is already ongoing/stabilized, or when killing general enemies.  If you are the only tank in the iTrial, it is best not to use Rage unless you're experienced in timing your rage crash with eating 1-2 purples, or popping Barrier at that time.  I'll take a look at the build after work and let you know =).

  13. 10 minutes ago, MunkiLord said:

    You're correct, but I'm wondering how many farmers used their extra influence to buy packs then sell the IOs. It could very well be a statistically irrelevant number.

    On this topic, I've noticed Winter IOs being sold at 20 million each.  If Winter IOs (and ATOs) only come from packs, they're selling at a huge loss.  I don't understand?

     

    20 million  x  1.2 IOs per pack  x  90% (AH fees) = 21.6 million.  You'd have to assume the additional merits, converters, idea salvage, catalysts, etc make up 3.4 million per pack.  This seems like a net loss in my experience.

     

    Edit: I conjecture there are people using merits to straight buy/sell Winter IOs without understanding the only other origin of winter IOs, which is winter packs for 25 million.  Anyone fire farming, I assume, wouldn't Inf --> Winter packs --> CONVERT game --> likely net loss.  

  14. 49 minutes ago, Murcielago said:

    INF value goes up, prices go side ways or possible up due to more people having more buying power. In either case, I'll still exploit people's need for conveniently crafting enhancements and make a sh!t of INF.

    I think (and I maybe wrong) the impact of the farming exploit nerf may or may not increase or decrease prices depends on the population of players farming.

     

    If everyone and grandmama were fire farming with exp turned off, assuming all else being unchanged, then the total amount of inf in the market goes down, thereby increasing the buying power of newer players who don't have generational or developed wealth.  This may be true given the high demographic of Spines/Fire brutes per 2020Mar player statistics.  However, in the guild that created the Transportation Base, a lot of people have several AFK farming accounts, therefore, the distribution of Spines/Fire brutes maybe skewed towards top end gamers (anecdotally 15%?).

     

    If only the top end gamers (anecdotally 15% of population?) were fire farming, then this would only nerf them, and I imagine this wouldnt really affect the other players buying up our CONVERT CONVERT CONVERT'd IOs.

     

    Am i wrong here?

     

     

  15. As previously mentioned, unless farmers rage quit (thus decreasing the supply of IO recipes) I don't think this will influence (hah!) the market much.  

     

    1 hour ago, MunkiLord said:

    I wonder if this will have an impact on the supply of winter and ATO? If the farmers were the ones supplying a significant portion of them, I could see this having an impact. Took this observation from the patch notes thread.

    I wasn't aware that Winter and ATOs dropped from farming.   It was my understanding that Winter and ATOs only came from Packs sold statically at 10 and 25 million?

    • Haha 1
  16. All day I click convert

    Wagons pass in pretty skirts

    A raid has come, a raid has gone

    An E-bill King, but just a pawn

     

    Some days I click convert

    Market Price I still can't subvert

    Inflating prices!  They did assert

    Their nigg miserly mentality they extrovert

     

    FOOTSTOMPing coolness beside DJ Zero

    Here they know that I'M the hero!

    Bah who cares, that monthly vogue

    Am I going crazy or am I just Going Rogue?

  17. 1 hour ago, GM Miss said:

    Weekly discussion 44 - Week 3/29/20-4/04/20:

    ⚔️ YOU VOTED: We are back on Archetypes - Arachnos Soldiers ⚔️

     

     Things to think about:

     

    >How do they compare with other damaging/Survival ATs?

    >What is your favorite build - do you think they compare with one another?

    >Are they underpowered/overpowered/okay at the moment?

    >What would you like to see changed?

    >What do you love about them?

     

    Don't just use these prompts, talk about anything Arachnos Soldiers!

     

    Let's Chat 😄

    >How do they compare with other damaging/Survival ATs?

    Crabs have good scrapper/brute levels of survabillity, especially with permanent Serum giving +HP.  Serum + Accolaldes = 2000 HP = HP of a nonWP or nonRegen brute.

    Bane Spider/Fort/Night survabillity = Super Reflexes (Fix Super Reflexes) except better as a team player

     

    Damage wise, in a vacuum pylon test, Crabberminds have top DPS, but in a real iTrial fight, Crabs DPS are very low compared to Brutes/Scrappers/(anecdotally) Tankers.  Crab pets die horrendous deaths due to long cooldowns and the low survivability of pets.

     

    Bane Spider animation time is terribly long = low DPS.  Might as well role a /Stalker especially with stalker ATO procs giving anecdotally tons of damage.

    Fort/Night DPS seems fine given the trade off of being ranged for Fort, and a team buffer for Nightwidow.

     

    >What is your favorite build - do you think they compare with one another?

    I only play Brutes/Scrappers and 1 softcap /FF corrupter, thus I am skewed towards desiring tankiness.  Therefore, I only, seldomly, play my Proc crabber, no pets.

     

    >Are they underpowered/overpowered/okay at the moment?

    The Archetype passive power is nearly useless as it does not give any additional damage/survivability to the VEAT.  Perhaps a dynamic Archetype passive power, similar to defenders or HEATs may resolve the issue? 

     

    Solo-wise I feel they are slightly underpowered.  My Brute Crab has anecdotally lower DPS than a soloing defender. 

     

    A 8-man team of VEATs are OP.  A team of 8 VEATs running all 6 leadership toggles would hit iTrial defense softcap, give everyone 180% bonus damage which is very near brute at 90% fury, and nobody would miss ever except the innate 5%. Essentially everyone becomes a Brute running /Super Reflexes.

     

    An Itrial of 16 VEATS = 30% damage x 16 = 480% damage = everyone at damage cap all the time

     

    >What would you like to see changed?

    Comparability: Make the VEAT numbers closer to the AT they "choose".  If they choose "crabbermind" make the pets similar in power/nature to Masterminds.  If they choose crab, make their damage and survability similar to Tanks, if they choose Night Widow/Bane, make their damage similar to Stalkers except without the OP Stalker ATO proc.  If they choose Fortunata, turn them into a corrupter.  Personally, anedcotally, I agree with the WoW design philosophy of druids/shamans/paladins.  Vanilla WoW had druids/shamans/paladins take a healing-only role.  However, as the game evolved, multi-class Archtypes could specialize and essentially become the same DPS/survivability of the other Archetypes.  They still had all their abilities but they heavily lost effiency (HUGE mana cost to heal someone if not spec'd as a healer, very low DPS if not spec'd damage, etc).  This is what I hope VEAT and HEATs would change into.

     

    >What do you love about them?

    Passive, large-AOE (lazy), team buffs.  Else, I don't play this Archetype anymore.

  18. 7 hours ago, Chalkarts said:

    I'm looking to make a character for soloing.

    I want it to be a heavy knockback character.

    I'm looking at Sentinal with E-blast,  

    Is there a better highly survivable knockback expert than an E-blast sentinel with Willpower?  

     

    Your Question: Solo, KB a lot, Sentinel: Energy Blast/Willpower.

     

    Answer: Corrupter: Energy Blast/Force Field. 

     

    Survivabillity: At low levels you wont have Sentinel's /Willpower ability to regen/solo and therefore squishier, but at high levels when you reach softcap defence for all positions, you will stay alive. 

    KB: /Forcefield has 2 KB powers (Forcebolt, AOE KB toggle that costs extra end per enemy).  Forcebolt is the highest knockback Mag in the game.  /Forcefield also has that AOE repel that everyone loves/hates.

    Energy blast: Energy blast

    • Like 2
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